Commit Graph

23457 Commits

Author SHA1 Message Date
38a45e46bc Cleanup: Use OffsetIndices class in more cases
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.

Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.

Also add const when accessing data arrays from curves, for consistency.

Differential Revision: https://developer.blender.org/D17038
2023-01-19 13:48:20 -06:00
d3ea931647 Fix: Compile error from designated initializers in C++ 2023-01-19 13:37:49 -06:00
Nate Rupsis
fa67b84c34 NLA: Udating Blend-in and Blend-out values to clamp on NLA strip Transform
Previously, transforming a clip (scaling, repeat, etc) wouldn't re-calculate the blend-in and blend-out values, leading to over / undershoot, and a visual clip artifact

Old:

{F14045003}

This patch adds re-calculation logic (new `BKE_nlastrip_recalculate_blend()`  method) to the blend-in/out on transformations to clamp values, and avoid over/under shoot.

The `BKE_nlastrip_recalculate_blend()`  encapsulates the existing logic for both the `rna_NlaStrip_blend_in_set()` and `rna_NlaStrip_blend_out_set()` methods into a single BKE method that we an execute as needed. The fact that blend-in is first decreased, is strictly on the order of calculation. My suspicion is that //if// the blend-in / blend-our values were working as intended, the RNA set methods would update in order, and we'd experience the same thing. In short, the choice here was to linearly combine the logic, without making any assumptions of my own.

while talking things over with @sybren  and @RiggingDojo, they are fine with how this currently works, but there a desire to update how the two values interact with each (ratio scale, etc) in the future.

New:
{F14045024}

{F14045025}

Reviewed By: sybren

Maniphest Tasks: T101369

Differential Revision: https://developer.blender.org/D16720
2023-01-19 13:47:16 -05:00
12a3de96bb Fix T103972: crash with cloth simulation rest shape key and subdivision surface 2023-01-19 17:33:12 +01:00
93d84e87b2 Fix T103400: Transfer Mesh Data Layout broken for color attributes
This was the case when using the operator outside of the modifiers panel.

Caused by {rBeae36be372a6}.

In above commit, `DT_layer_items` shared both `DT_TYPE_MPROPCOL_LOOP` |
`DT_TYPE_MLOOPCOL_LOOP` in a single EnumPropertyItem value "Colors".
This is a bit unusual, but probably allowed.
As a consequence, checks for specific datatypes would fail when selecting
such EnumPropertyItem:
- `DT_DATATYPE_IS_MULTILAYERS` (uses `ELEM` to check distinct entries --
would return false)
- `BKE_object_data_transfer_dttype_to_srcdst_index` (would return
`DT_MULTILAYER_INDEX_INVALID`)

These places have now been corrected to take these "special" values into
account.

Another issue was that multiple EnumPropertyItems with the same value
could be created in dt_add_vcol_layers() if attributes of the same
domain, but different color types are in play (could lead to crashes)
and that has also been corrected.

Also: above commit did not give the choice of transfering color
attributes from the vertex domain (only face corner attributes could be
chosen), this has now been added. DT_layer_vert_items (used from the
modifier) already had this included so this was only an issue when using
the operator outside of the modifiers panel.

Since we now feature two domains, the single "VCOL" in the enum has been
split into "COLOR_VERTEX" and "COLOR_CORNER". This will break existing
scripts calling bpy.ops.object.datalayout_transfer and will be marked as
a breaking change in the release notes.

NOTE: there is another bug here when attributes of the same domain, but
different color types are in play and you want to transfer just a single
specific layer (but that is for a separate commit)

Maniphest Tasks: T103400

Differential Revision: https://developer.blender.org/D16935
2023-01-19 09:24:52 +01:00
Jeroen Bakker
cac6b6f388 BGL_Wrap: disable calls on non-opengl backends.
Goal of this patch is to stop the invocation of OpenGL calls via the bgl module
on a none OpenGL GPU backend, report this as a python deprecation warning
and report this to the user.

## Deprecation warning to developers

```
>>> import bgl
>>> bgl.glUseProgram(0)
<blender_console>:1: DeprecationWarning: 'bgl.glUseProgram' is deprecated and will be removed in Blender 3.7. Report or update your script to use 'gpu' module.
```

## Deprecation message to users

The message to the user is shown as part of the Info Space and as a message box.
{F14159203 width=100%}
{F14158674 width=100%}

During implementation we tried several ideas:

# Use python warning as errors: This isn't fine grained enough and can show incorrect information to the user.
# Throw deprecation as error and use sys.excepthook to report the user message.
   This required a custom exception class to identify the bgl deprecation and a CPython handler function to
   be set during python initialization. Although this is the most flexible there was a disconnect between the
   exception class, exception function and the excepthook registration.
# A variant how we handle autoexec failures. A flag is stored in Global and when set the user message is reported.
   Not that flexible, but code is more connected to the boolean stored in the Global struct.

Although using Global struct isn't nice I chose this solution due to its traceability. It is clear to developers
reading the code how the mechanism works by using search all functionality of your IDE.

Reviewed By: MichaelPW, campbellbarton

Maniphest Tasks: T103863

Differential Revision: https://developer.blender.org/D16996
2023-01-19 08:18:37 +01:00
66595e29e2 Cleanup: remove/comment unused code, simplify casts
Remove simple counters where they aren't used, comment in some cases.
Also add missing include.
2023-01-19 17:10:42 +11:00
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
8b7d2d8eb2 CMake: use BULLET_LIBRARIES for both extern_bullet and system libraries
There was no need to differentiate between these and it made
the CMake files more verbose.
2023-01-19 17:10:42 +11:00
6c4e3a9e51 Curves: Deduplicate and parallelize point to curve map creation
There is a utility method on `CurvesGeometry` to build a map of the
curve for each point. Use that in two more places and make sure its
implementation is multithreaded, which gives a slight speedup
in a simple test file.
2023-01-18 16:41:10 -06:00
d3aaa7d523 Fix: Build issue with VS2019
fix by @JacquesLucke I just sprinkled it to all places
it needed to be.
2023-01-18 12:41:09 -07:00
2c2178549b Curves: add OffsetIndices abstraction
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.

While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
  structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
  all the arrays we need for a loop first and then do the processing.
  Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
  that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
  pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
  because `this` does not have to be dereferenced every time.
  This likely doesn't have a noticable impact in practice.

Differential Revision: https://developer.blender.org/D17025
2023-01-18 11:52:37 +01:00
60d9de767d Cleanup: remove redundant forward declarations for structs 2023-01-18 18:41:13 +11:00
9e5e2aa775 Cleanup: rename Mesh/Curve/MetaBall loc/size/texflag
Struct members loc/size were misleading as they read as if the object
data stored object level transform channels. Rename these to match RNA
with a `texspace_*` prefix to make it clear these struct members only
apply to texture-space transform.

Also rename ME_AUTOSPACE & ME_AUTOSPACE_EVALUATED to
ME_TEXSPACE_FLAG_AUTO & ME_TEXSPACE_FLAG_AUTO_EVALUATED.
2023-01-18 17:20:10 +11:00
07af7e2266 Cleanup: remove unused MetaBalle.disp & rot 2023-01-18 17:17:31 +11:00
1c470dbd72 Cleanup: replace BLI_findptr with BKE_collection_has_object
Also swap the order of checks in collection_object_add to perform
the comparison before calling collection_find_child_recursive.
2023-01-18 15:43:20 +11:00
b380d25053 Cleanup: define COLLECTION_FLAG_ALL_RUNTIME, use in file read/write 2023-01-18 14:18:58 +11:00
fd2bf32dc7 Cleanup: use memset instead of clearing individual runtime members 2023-01-18 14:10:29 +11:00
44dd3308a5 DNA: move Collection members into their own Runtime struct
Also add static assert that COLLECTION_COLOR_TOT has the correct number
of items in the enum.
2023-01-18 14:00:09 +11:00
737e7a63b1 Fix: incorrect curve type counts after adding curves of same type 2023-01-18 00:05:54 +01:00
301119619c Curves: Remove attribute retrieval, deduplicate evaluation logic
Avoid calling `interpolate_to_evaluate` while evaluating normals,
which has to look up attributes by name for every curve. Also avoid
duplicating the curve type switch in a few functions. I didn't observe
a performance difference, but theoretically this could reduce
overhead for many small curves.
2023-01-17 14:58:54 -06:00
d42d4e339f Cleanup: Remove unnecessary includes in geometry set header 2023-01-17 12:50:06 -06:00
d76a0e98ba Fix: Avoid node reevaluations for selection and parenting
Since 90ea1b7643, node trees have been reevaluated
after many selection operations because nodes are sorted based on
the selection status and an update tag was added for that. However,
for years the node order was allowed to be different between the
original and evaluated copy of node trees.

Though it is a bit sketchy to have that difference in the evaluated
node tree, reevaluations for just selection are very bad, so use a
"smaller" update tag and add a comment for justification.

Differential Revision: https://developer.blender.org/D17023
2023-01-17 12:50:06 -06:00
873794b196 Fix T103937: Applying modifier resets shape keys
The order of arguments to memcpy was reversed, which is sadly possible
because the constness `KeyBlock` of keyblock doesn't propagate to
pointers it contains.
2023-01-17 10:22:29 -06:00
962c3cf6b1 Cleanup: remove unused IDProperty members
Remove:

- IDPropertyTemplate.matrix_or_vector
  Matrix & vector types have been deprecated, this wasn't used.

- IDProperty.saved
  This was added preemptively but never used, replace with a pad so as
  not to hint at a feature that doesn't exist.
2023-01-17 12:05:21 +11:00
9789835db8 Docs: improve ID property doc-strings
Add some clarifications and reference enum types from DNA.
2023-01-17 11:59:05 +11:00
647a7da17d Curves: Avoid adding curve type attribute when setting default
The default curve type when there is no "curve_type" attribute is
Catmull ROM. In order to avoid allocating an entire array of values
just to set this default type, remove the attribute instead. This will
be less important when we can store attributes as single values.

Also fix a curve utility API comment.
2023-01-16 16:51:32 -06:00
7026096099 Nodes: Use dynamic declarations for group nodes
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.

All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.

Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.

The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
  different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
  for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
  sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
  (not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly

Differential Revision: https://developer.blender.org/D16850
2023-01-16 15:47:25 -06:00
6d12d43a05 Mesh: Skip conversion from legacy data if reading new format
Under some circumstances (loading autosaves), we end up reading from
files that were saved with the new mesh format (after T95965). When
that happens we should skip the conversion from the old format to
avoid data-loss. This will also give forward compatibility when we
stop saving in the old format completely in 4.0.

Here I mostly just check if the attributes in the new format already
exist. Along with checking for the null status of `Mesh::mvert`, that
should cover the majority of cases.

Fixes T103878

Differential Revision: https://developer.blender.org/D17011
2023-01-16 15:47:25 -06:00
a219507d57 Cleanup: Add documentation to curve legacy conversion functions 2023-01-16 12:06:36 -06:00
Marc Chéhab
9a1f0443cb Fix Unreported: GPencil Separating strokes creates negative times
Separating strokes using "selected points" didn't take into account 
that points->time can be 0 and thus created points with negative 
values in points->time, which should be an impossibility. 
This patch fixes this in BKE_gpencil_stroke_delete_tagged_points.

Also, it makes the build modifier's new drawspeed immune 
to (erroneous) negative time values, should they arise in other situations.

Reviewed By: antoniov


Differential Revision: https://developer.blender.org/D17006
2023-01-16 12:07:15 +01:00
2467becade Cleanup: spelling in comments 2023-01-16 13:57:10 +11:00
33c30af742 Cleanup: comments in struct declarations
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.

Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.

Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
2023-01-16 13:27:35 +11:00
0a7c485b66 Cleanup: remove redundant memset on calloc'ed array 2023-01-15 23:55:06 +11:00
ff15edc6ab Cleanup: unify method parameters for virtual arrays
This makes `GVArrayImpl` and `VArrayImpl` more similar.
Only passing the pointer instead of the span also increases
efficiency a little bit. The downside is that a few asserts had
to be removed as well. However, in practice the same asserts
are in place at a higher level as well (in `VArrayCommon`).
2023-01-14 19:13:51 +01:00
8126d92073 Cleanup: fix compile error in debug build 2023-01-14 14:15:21 +01:00
3a3d9488a1 Refactor: Const correct Custom Data API, prepare for CoW
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.

Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.

Notes:
- The previous "duplicate referenced layer" functions are redundant
  with retrieving layers with write access
- The custom data functions that give a specific index only have
  `for_write` to simplify the API

Differential Revision: https://developer.blender.org/D14140
2023-01-13 17:22:07 -06:00
dc99c09daa Cleanup: Use const when accessing custom data layers 2023-01-13 14:52:04 -06:00
2c910cb70a Modifiers: Only allow geometry nodes for curves and point cloud
Effectively this disables two volume modifiers for the new curves
object and the point cloud object types. The aim is to simplify the
process of using these object types to prove out a node-group-based
workflow integrated with the asset browser. We're making the assumption
that these two modifiers were used very rarely on the new curves type
since that wasn't its purpose, so this breaks backwards compatibility.
2023-01-13 14:20:08 -06:00
ef68a37e5d Custom Properties: Add boolean type
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.

I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.

Differential Revision: https://developer.blender.org/D12815
2023-01-13 12:31:27 -06:00
4961e5f91d Geometry Nodes: Rename Interpolate Domain and Field at Index nodes
- `Interpolate Domain` -> `Evaluate on Domain`
- `Field at Index` -> `Evaluate at Index`

These names, discussed in recent geometry nodes submodule meetings,
describe actions rather than nouns, which is generally how nodes are
supposed to be named. The names are consistent, which is helpful
because they're similar conceptually. They also don't require knowledge
of the field concept, which we generally try to keep out of the UI in
favor of more beginner-friendly concepts.

We hope to add the ability to search for nodes with multiple
names for 3.5, so the old names can still have search items.
2023-01-13 11:49:50 -06:00
ea1c31a244 Fix T103074: flipped vertex group meaning in Multi-Modifier Armature.
For some reason the Armature modifier in the Multi-Modifier mode
interpreted the vertex group in a way essentially opposite to the
regular mode. Moreover, this depended not on the Multi-Modifier
checkbox, but on whether the mode was actually active.

This fixes the flip and adds versioning code to patch old files.
One difficulty is that whether the Multi-Modifier flag is valid
can be different between the viewport and render. The versioning
code assumes any modifier enabled in either to be active.

This change is not forward compatible, so min version is also bumped.

Differential Revision: https://developer.blender.org/D16787
2023-01-12 12:46:22 +02:00
09a26f26e8 Cleanup: missing-declarations warnings
Also remove duplicate doc-string.
2023-01-12 20:22:46 +11:00
Jeroen Bakker
b9177014b6 3D Texturing: Replace pointers with indexes in pbvh_uv_islands
Replace the pointers in the MeshEdge with indexes, removing MeshPrimitive and MeshVertex.

Code cleanup proposed by the geometry nodes to make the data structures more reusable by
other areas of Blender as well. Old implementation was to focused to the texture painting.

Initial the idea was to do the same with the data structures in UVIslands, but there some
concerns were raised that requires a different design than expected from a clean-up patch.

Concerns raised about converting UVIslands:
* Maps between UVPrimitive, UVEdge and UVVertex will be stored inside the UVIsland.
   During UVIsland extraction detected islands can be merged. When they are merged all
   Indexes should be updated.
* It is not possible to pre-allocate all buffers as they grow, what will lead to more re-allocations. The current
   implementation uses a VectorList to ensure that re-allocations don't require the data to be
   moved to the newly allocated memory. We could store some information about last used
   sizes in runtime data to reduce the re-allocation overhead.
* Solution would require index based access inside a VectorList, which might increase the
   complexity.
* UVIslands during 3d texturing is used as intermediate data, the final data is stored as PackedPixelRows.
   We could proceed converting UVIslands as well, but that would lower the performance noticeably.
   3D texturing has performance requirements, so when doing so we should make sure that
   it matches that as well.

Reviewed By: HooglyBoogly

Maniphest Tasks: T101740

Differential Revision: https://developer.blender.org/D16752
2023-01-12 08:35:38 +01:00
a6b6f5db10 Fix issue with recent refactor in liboverride diffing.
New code from rBd05909a70c36 last week did not take into account
liboverride templates and `NOOP` operations. So we cannot assume that
there is no valid override property for these which need to be restored.

While we may get rid of templates at some point now, for now they are
still exposed in PY API, and have some basic unittests, so keep them
working as best as possible.

Issue reported on IRC by Martijn Versteegh (@Baardaap), thanks!
2023-01-11 15:32:06 +01:00
86464cfcef Fix error converting UV's to MLoopUV
Logic to skip UV layers that are part of the MLoopUV treated all
loop-layers as UV's, causing duplicate and invalid names to be added
to be added to 'uv_sublayers_to_skip', this asserted in debug mode
when saving the `ellie_animation.blend` demo blend file.
2023-01-11 14:03:57 +11:00
28d38e876f Cleanup: rename face_corners to loop for internal layer operations
Follows naming used elsewhere.
2023-01-11 14:00:20 +11:00
32812c2cc2 Cleanup: Remove redundant mesh data mask handling
Byte colors are generic attributes and are therefore included in
CD_MASK_PROP_ALL. Also clarify the use of vertex groups.
They always have to be propagated since they're displayed in
the spreadsheet, etc.
2023-01-10 21:14:03 -05:00
8367f2bffc Cleanup: function style casts for C++ 2023-01-11 13:04:23 +11:00
dd9e1eded0 Mesh: Move sharp edge flag to generic attribute
Move the `ME_SHARP` flag for mesh edges to a generic boolean
attribute. This will help allow changing mesh edges to just a pair
of integers, giving performance improvements. In the future it could
also give benefits for normal calculation, which could more easily
check if all or no edges are marked sharp, which is helpful considering
the plans in T93551.

The attribute is generally only allocated when it's necessary. When
leaving edit mode, it will only be created if an edge is marked sharp.
The data can be edited with geometry nodes just like a regular edge
domain boolean attribute.

The attribute is named `sharp_edge`, aiming to reflect the similar
`select_edge` naming and to allow a future `sharp_face` name in
a separate commit.

Ref T95966

Differential Revision: https://developer.blender.org/D16921
2023-01-10 16:12:14 -05:00